After all, not all legal decks are effective
Hands to Keep I think it is important to view the deck in four components enablers (eight in total Entomb and Faithless Looting with eight creatures to discard), reanimation spells (twelve in total Reanimate, Animate Dead and Exhume), disruption (ten in total Thoughtseize, Unmask and Grief) and mana (twenty-two in total Lotus Petal, Dark Ritual and fourteen lands) The ideal hand in pre-board games is one that has a route to the combo (Entomb or Faithless Looting plus Creature, and a reanimation spell), a disruption spell (Thoughtseize, Unmask or Grief) and enough mana to make it all happen
It did feel like Orrery had started to feel like skipping a turn, and having a Faerie Wizard typing opens this card up to many, many creature focused builds that arent straight up spellslinger
This means that, for the most part, there's no more "timer" on sales